/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package l2s.gameserver.network.clientpackets;

import l2s.commons.configuration.Config;
import l2s.gameserver.AuthServerThread;
import l2s.gameserver.AuthServerThread.SessionKey;
import l2s.gameserver.network.L2GameClient;
import l2s.gameserver.network.serverpackets.L2GameServerPacket;

/**
 * loginName + keys must match what the authserver used.
 */
public final class AuthLogin extends L2GameClientPacket
{
	private String _loginName;
	private int _playKey1;
	private int _playKey2;
	private int _loginKey1;
	private int _loginKey2;
	
	@Override
	protected void readImpl()
	{
		_loginName = readS().toLowerCase();
		_playKey2 = readD();
		_playKey1 = readD();
		_loginKey1 = readD();
		_loginKey2 = readD();
	}
	
	@Override
	protected void runImpl()
	{
		final SessionKey key = new SessionKey(_loginKey1, _loginKey2, _playKey1, _playKey2);
		if (Config.DEBUG)
		{
			_log.info("User:" + _loginName + "key:" + key);
		}
		
		final L2GameClient client = getClient();
		if (client.getAccountName() == null)
		{
			// Preventing duplicate login in case client login server socket was disconnected or this packet was not sent yet
			if (AuthServerThread.getInstance().addGameServerLogin(_loginName, client))
			{
				client.setAccountName(_loginName);
				AuthServerThread.getInstance().addWaitingClientAndSendRequest(_loginName, client, key);
			}
			else
			{
				client.close((L2GameServerPacket) null);
			}
		}
	}
}